Friday, March 19, 2021

0148 - Cellar Knife Fight - Part IV

 1130 14 AUG 2000, Near Lubliniec, Poland

===================================

"From the journal of Michael Griffin: it was getting to be a bit much. Rounds were still incoming and the Potato got hit. The guy on the left put a half a clip into him for good measure. I could see a lot, as I was huggin' the ground. It was a lot of fire."

 

The Stragglers are very close to breaking. Their ammo is running out and there are many dead and wounded. The team needs to hold on for one more round.

 

Initiative

Now time to draw initiative for this round.

 

Order

Name

2

NPCs (Not Particularly Cooperatives) #1

3

Harris

4

NPCs (Not Particularly Cooperatives) #3

5

Griffin

6

NPCs (Not Particularly Cooperatives) #2

8

Potato

9

Robinson

 

The room is dimly lit again, giving everyone a -1 modifier to fire combat.

 

Initiative Step 2 - NPCs (Not Particularly Cooperatives) #1

Straggler #1-2 is the last member of the squad not suppressed. He winged Robinson last round, maybe he can do it again. The range is Short and he will add 2 Ammo die to the dice pool.

 

Task:

Fire FN-LAR at Robinson

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 limited visibility

= -1

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Ranged Combat D (D6)

[-1 Step, total = -1]

Ammo Die:

2

 

Roll:

6,3,6,3

(9 rounds expended)

Result:

2 Successes

 

 

Two hits. That is not good. The first round takes Robinson in the head, his helmet removing one point of damage (and becoming degraded), leaving him with 2 an incapacitating him. The second round hits his torso, penetrates his vest and gives him an additional 2 points of damage. Robinson is down for the count.

 

Straggler #1-4 needs to roll to recover from Suppression. His CUF is C (D8) and he rolls a 8, recovering from his suppression but losing his Fast Action. Since his weapon is jammed, he will attempt to clear it. Unfortunately for him, he does not have the Tech skill, so this will be rolled against his Intelligence.

 

Task:

Clear the jam

 

Ability Die:

Intelligence C (D8)

 

Skill Die:

--

 

Modifiers:

--

 

Mod. Ability Die:

Intelligence C (D8)

[Unmodified]

Mod. Skill Die:

--

 

Ammo Die:

--

 

Roll:

2,--,--

 

Result:

Failure

 

 

The blows the roll, breaking his weapon and disarming himself.

 

Straggler #1-5 also needs to roll to recover from Suppression. His CUF is C (D8) and he rolls a 8, recovering from his suppression but also losing his Fast Action.

 

The team, like the Stragglers, are nearing the breaking point. Maybe he can put Harris down and sway the odds in the favor of the Stragglers. The range is Short and he will add 3 Ammo die to the dice pool.

 

Task:

Fire AKM at Harris

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 limited visibility, -2 Target Prone, -2 Quick Shot

= -5

Mod. Ability Die:

Agility D (D6)

[-2 Step, total = -2 - Last die cannot be removed]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

3

 

Roll:

1,--,2,2,3

(7 rounds expended)

Result:

Failure

 

 

A lot of fire, but all ineffective. Harris is still in the fight.

 

Straggler #1-6 also needs to roll to recover from Suppression. His CUF is C (D8) and he rolls a 4, recovering from his suppression but also losing his both his actions for the round.

 

Initiative Step 3 - Harris

Now is one of those make or break situations. Hopefully, Harris will not drop the ball. Shooting is not Harrris's strong point though but he needs to do something to save his team. The range is Short and he will add 3 Ammo dice to the pool.

 

Task:

Fire at Straggler #1-6

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 limited visibility, -2 Target Prone

 = -3

Mod. Ability Die:

Agility D (D6)

[-1 Step, total = -1]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

3

 

Roll:

5,--,5,4,4

(13 rounds expended)

Result:

Failure

 

 

No dice, the NPC escapes without harm.

 

Initiative Step 4 - NPCs (Not Particularly Cooperatives) #3

The weapon of Straggler #1-13 broke last round. He slings around behind his back and pulls out a club (Fast Action) and stands (Fast Action), call out to the rest to be ready to rush those bums out there (meaning our brave heroes).

 

Straggler #1-14 will stand (Fast Action) and prepare to rush the group with the rest of the troops in the room.

 

Straggler #1-15 needs to roll to recover from Suppression. His CUF is C (D8) and he rolls a 2, recovering from his suppression but also losing his both his actions for the round.

 

Straggler #1-16  needs to roll to recover from Suppression. His CUF is C (D8) and he rolls an 8, recovering from his suppression but losing his Fast Action. He fires his .38 at Potato. The range is short and he will add 1 Ammo die to the pool.

 

Task:

Fire .38 at Potato

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 limited visibility, -2 Target Prone, -2 Quick Shot

= -5

Mod. Ability Die:

Agility D (D6)

[-2 Step, total = -2 - Last die cannot be removed]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

1

 

Roll:

6,--,1

(1 round expended)

Result:

1 Success

 

 

The round hits Potato in the arm and he suffers 1 point of damage and a point of stress. He also needs to roll for CUF. His CUF is B (D10) and he rolls a 1, blowing the roll and becoming suppressed. Harris, as Potato's buddy, also takes a point of stress, after seeing his buddy hit.

 

Panic spreads and Griff and Harris need to make a check too. Griff has a CUF of B (D10) and rolls a 1, becoming suppressed too. Harris has a CUF of C (D8) and rolls a 5, also becoming suppressed.

 

Straggler #1-18 is suppressed and needs to roll to recover from Suppression. His CUF is C (D8) and he rolls an 6, recovering but losing his fast action. He stands (Fast Action) and prepares to charge out of the room.

 

Initiative Step 5 - Griff

Griff is suppressed and loses his turn.

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives) #2

Straggler #1-9 needs to roll to recover from Suppression. His CUF is C (D8) and he rolls a 3, failing the roll. He recovers from the suppression but loses both actions.

 

Straggler #1-10 also needs to roll to recover from Suppression. His CUF is C (D8) and he rolls a 7, recovering but losing his Fast Action. He loads his last remaining 10 rounds into his weapon (Slow Action).

 

Straggler #1-11 will aim (Fast Action) and empty his clip into Potato (Slow Action). The range is short and he will add 4 Ammo dice to the pool.

 

Task:

Fire AK-74 at Potato

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 limited visibility

= -1

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Ranged Combat D (D6)

[-1 Step, total = -1]

Ammo Die:

4

 

Roll:

9,4,4,2,2,4

(12 round expended)

Result:

1 Success

 

 

The bolt locks back and Potato takes a hit to the Torso, suffering 2 points of damage and 1 point of stress.

 

Straggler #1-12 also needs to roll to recover from Suppression. His CUF is C (D8) and he rolls a 3, recovering from his suppression but losing both his actions.

 

Initiative Step 8 - Potato

Potato is suppressed and loses his turn.

 

Initiative Step 9 - Robinson

Robinson is incapacitated and will set the rest out.

 


 

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